Edward J. Moore III - Game Developer

Los Angeles Area, CA, USA

Portfolio Site – http://ejm-3d.net

LinkedIn Profile

 

Summary of Qualifications                                                                                    

·         12 Years of Professional Game Design and Production Experience, 8 published credits across Console & PC genres (open-world/sandbox, FPS, RTS, platformer).

·         Capacity to leverage Computer Science degree to learn proprietary scripting languages (LUA, C/C++) and realize gameplay designs.

·         Relevant Software Proficiency - Radiant, UnrealEd, Worldcraft/Hammer, proprietary editors, XSI Softimage, Maya, 3DSMax, Word, Excel, Visio, Powerpoint, Photoshop, Illustrator, Perforce, Alienbrain, WIKI, Confluence, and Final Cut Pro

·         Agile Alliance-Certified Scrum Master

 

Work History                                                                                       

Pandemic Studios - Los Angeles, CA - July 2006 – November 2009                                        

 

Mercenaries 3 (Xbox 360, PS3) – Development Manager (November 2008 – November 2009)

  • Managed day-to-day pre-production and milestone turnaround on the next Mercenaries game.  Received management training plus exposure to Agile and Lean development methodologies, including Scrum Master Certification.  Ran multiple daily Scrum stand-ups with cross-disciplinary task forces, maintained internal Production websites using Confluence, and improved team-wide development process and culture via coaching, advocating, and mentoring teammates in Agile methods.  Also produced a weekly Game Deconstruction/Analysis social event and served on Pandemic’s internal Quality of Life Committee. 

 

Mercenaries 2: Blow it Up Again Pack (Xbox 360, PS3) – Senior Designer (September 2008 – November 2008)

  • Implemented Conceptual Design, rough level layout, and LUA scripting for Urban Rampage, one of four vehicular-based game modes for post-release downloadable content (DLC).

 

Mercenaries 2: World in Flames (Xbox 360, PS3, PC) – Senior Designer (February 2007 – April 2007, March 2008 - September 2008)

  • During 2008, implemented gameplay, scripting, and debugged three primary campaign missions for this open-world/sandbox title.  During 2007, performed initial design layout and scripting for 1/3 of secondary mission content. 

 

Project B (Xbox 360) – Lead Level Designer (July 2006 – January 2007, May 2007 – March 2008)

  • Implemented level layout & scripting, created level and prop geometry in XSI Softimage for an unpublished cover-based 3rd person shooter/RPG.  Contributed to design documentation, story, quest structure and fiction.  Also assisted w. terrain editing tool design and helped track design deliverables for milestones.

 

Electronic Arts Los Angeles - Los Angeles, CA - May 2002 – June 2006                                 

 

Medal of Honor: Airborne (Xbox 360, PS3, PC) – Game Designer (March 2006 - June 2006)

  • Researched and conceptualized single-player missions using Illustrator.  Gained prototyping experience with UnrealEd 3.0 and Sketch-Up.

 

The Lord of the Rings: Battle for Middle-Earth II (PC, Xbox 360) - Game Designer, User Interface Designer (January 2005 – February 2006)

  • Implemented Level Layout & Scripting for three single-player RTS missions plus two multiplayer maps using proprietary editing tools.  Coordinated redesign of Shell (multiplayer lobbies) and HUD using Microsoft Visio, created and maintained WIKI pages for multidisciplinary UI Group. 

 

 

Medal of Honor: Pacific Assault (PC) - Multiplayer Design Lead, Associate Producer (September 2003 - November 2004)

·         Created and maintained Design Documentation for all Multiplayer modes and User Interfaces.  Oversaw outsourced development with Santa Cruz, CA–based developer TKO Software.  Coordinated Focus Testing w. QA, balanced and tuned weapon variables for multiplayer modes.  Implemented Bataan multiplayer level.  Wrote dialogue and directed voice acting sessions. Assisted Senior Producer with PR/Production duties and Community Management via EA forums and on-site events. 

 

Medal of Honor: Allied Assault - Breakthrough (PC) – Single Player Design Lead (December 2002 - August 2003)

·         Contributed to game design documentation and reviewed milestones from TKO Software.  Trained TKO designers in the use of Radiant level editor and scripting language.  Supervised tuning and refinement of all single player content across TKO and EALA development teams during beta.  Finalized gameplay and optimized geometry for Monte Cassino single-player level.

 

Medal of Honor: Allied Assault - Spearhead (PC) - Game Designer (May 2002 - November 2002)

·         Constructed geometry and scripted gameplay for two single player missions.  Created Malta multiplayer level, which was released exclusively in Spearhead's pre-release multiplayer demo.  Wrote tutorials for the Spearhead SDK and voted by peers as "Rookie of the Year" for 2002. 

 

Irrational Games - Boston, MA - October 1999 – December 2001                                             

 

The Lost (PS2, Xbox) - Level Builder (March 2000 – December 2001)

  • Built and lit levels for an unpublished survival-horror/RPG using the Unreal and Lithtech engines. 

 

Deep Cover (PC) - Level Builder (October 1999 – February 2000)

  • Built levels for an unpublished 1st person espionage title.  Co-developed with Looking Glass Studios.

 

Advanced Productions - Franklin Square, NY - January 1999 - May 1999                               

 

The Discovery (PC) - Software Engineer

  • Worked briefly as a multiplayer Software Engineer on an unpublished sci-fi RPG for PC.

 

MPen, Inc - New York, NY - January 1998 - December 1998                                                                                                                                                                   

Monkey Magic (Playstation) - Level Designer

  • Conceptualized and implemented level layouts and gameplay puzzles for a 2.5D platforming game, published by Sunsoft on the original Playstation.

 

Education                                                                                                             

Bachelor of Arts in Computer Science, Minor in English (Creative Writing), Hofstra University, 1997. 

 

Miscellaneous                                                                                                       

  • IGDA Member
  • Contributing Writer, The Escapist, Issue 85, “Runnin’ Down an Outrun Dream” (February 2007)
  • Published Voice-Acting Credits, Freedom Force and Thief 2: The Metal Age
  • Alumni, Kappa Sigma Fraternity

 

Professional References                                                                              

References available at LinkedIn.  Other references available upon request.